Support United Paizo Workers! Click here for more details!
Player > Weapon > Range > Agitator, ember
Level: 1
Price: 330
Damage: 1d8 F
Range: 60 ft.
Critical: Burn 1d4
Capacity: 20 charges
Usage: 1
Bulk: 2
Special: Boost 1d4
An agitator is a portable generator of microwave radiation that rapidly heats up targets to create internal bubbles of steam or makes targets burst into flames. The longer the weapon is focused, the more intense the agitation becomes, making it a favored by the defenders of bunkers, guard posts, and other emplacements. Ember agitators and blaze agitators rely on individual generators, taking the form of a bulky cylinder in the middle of the gun that hums ominously as the weapon fires, but miniaturization technology allows inferno agitators and solar flare agitators to include multiple smaller generators for increased effect.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Agitator, ember | Heavy | 1 | 330 | 1d8 F | 60 ft. | Burn 1d4 | 20 charges | 1 | 2 | Boost 1d4 | ARM p.37 |
Agitator, blaze | Heavy | 6 | 4300 | 2d6 F | 80 ft. | Burn 2d4 | 40 charges | 1 | 2 | Boost 1d6 | ARM p.37 |
Agitator, inferno | Heavy | 13 | 50800 | 6d6 F | 80 ft. | Burn 3d4 | 40 charges | 2 | 2 | Boost 2d6 | ARM p.37 |
Agitator, solar flare | Heavy | 19 | 580000 | 12d6 F | 100 ft. | Burn 4d4 | 40 charges | 2 | 2 | Boost 5d6 | ARM p.37 |
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.
Website owned by Mark von Drake. All content on this website owned by Paizo Inc. Privacy policy can be found here.
Contact: markvondrake@thehiddentruth.info